C# 클래스 fCraft.World

World instance
상속: IClassy
파일 보기 프로젝트 열기: GlennMR/800craft 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
CloudColor int
EdgeBlock Block
Feeds FeedData>.Dictionary
FireworkCount int
GameOn bool
Games List
Greeting string
LockedBy string
LockedDate System.DateTime
RealisticEnv bool
RealmXMLRootName string
SideBlock Block
ZombieGame bool
blockCache Vector3I>.ConcurrentDictionary
blueScore int
blueTeam List
fireworkPhysics bool
footballPos Vector3I
gameMode GameMode
gunPhysics bool
map Map
plantPhysics bool
positions fCraft.Player[
redScore int
redTeam List
sandPhysics bool
tntPhysics bool
waterPhysics bool

Private Properties

프로퍼티 타입 설명
AcceptPlayer Map
AddPhysicsTask void
AddPlantTask void
AddTask void
AddTasksFromNewMap void
CheckIfPhysicsStarted void
CheckIfToStopPhysics void
DeleteOldBackups void
EndFlushMapBuffer void
FindPlayerExact Player
LoadMap Map
SaveTask void
StartScheduler void
StartTasks void
StopSchedulers void
StopTasks void
UnloadMap void
UpdateTask void
World System

공개 메소드들

메소드 설명
ChangeMap ( [ newMap ) : void
CountPlayers ( bool includeHiddenPlayers ) : int

Counts all players (optionally includes all hidden players).

CountVisiblePlayers ( [ observer ) : int

Counts only the players who are not hidden from a given observer.

DeleteLife ( string name ) : void
DisableFireworkPhysics ( Player player, bool announce ) : void
DisableGunPhysics ( Player player, bool announce ) : void
DisablePlantPhysics ( Player player, bool announce ) : void
DisableSandPhysics ( Player player, bool announce ) : void
DisableTNTPhysics ( Player player, bool announce ) : void
DisableWaterPhysics ( Player player, bool announce ) : void
EnableFireworkPhysics ( Player player, bool announce ) : void
EnableGunPhysics ( Player player, bool announce ) : void
EnablePlantPhysics ( Player player, bool announce ) : void
EnableSandPhysics ( Player player, bool announce ) : void
EnableTNTPhysics ( Player player, bool announce ) : void
EnableWaterPhysics ( Player player, bool announce ) : void
FindPlayers ( [ player, [ playerName ) : fCraft.Player[]
Flush ( ) : void
GenerateWoMConfig ( bool sendMotd ) : string
GetLife ( string name ) : Life2DZone
GetLifes ( ) : IEnumerable
GetNextPatrolTarget ( [ observer ) : Player
GetNextPatrolTarget ( [ observer, [ predicate, bool setLastPatrolTime ) : Player
IsValidName ( [ name ) : bool

Ensures that player name has the correct length (2-16 characters) and character set (alphanumeric chars and underscores allowed).

LoadRealmState ( System.Xml.Linq.XElement el ) : void
Lock ( [ player ) : bool
ReleasePlayer ( [ player ) : bool
SaveBackup ( [ targetName ) : bool

Makes a copy of the current map file associated with this world. This does NOT save map to disk, and does NOT guarantee that the most up-to-date copy of the map was backed up.

SaveMap ( ) : void
SaveRealmState ( ) : System.Xml.Linq.XElement
SaveRealmState ( string rootName ) : System.Xml.Linq.XElement
ToString ( ) : string
TryAddLife ( Life2DZone life ) : bool
Unlock ( [ player ) : bool
UpdatePlayerList ( ) : void

Caches the player list to an array (Players -> PlayerList)

비공개 메소드들

메소드 설명
AcceptPlayer ( [ player, bool announce ) : Map
AddPhysicsTask ( PhysicsTask task, int Delay ) : void
AddPlantTask ( short x, short y, short z ) : void
AddTask ( TaskCategory cat, PhysicsTask task, int Delay ) : void
AddTasksFromNewMap ( ) : void
CheckIfPhysicsStarted ( ) : void
CheckIfToStopPhysics ( ) : void
DeleteOldBackups ( [ directory ) : void
EndFlushMapBuffer ( ) : void
FindPlayerExact ( [ playerName ) : Player
LoadMap ( ) : Map
SaveTask ( SchedulerTask task ) : void
StartScheduler ( TaskCategory cat ) : void
StartTasks ( ) : void
StopSchedulers ( ) : void
StopTasks ( ) : void
UnloadMap ( bool expectedPendingFlag ) : void
UpdateTask ( SchedulerTask task ) : void
World ( [ name ) : System

메소드 상세

ChangeMap() 공개 메소드

public ChangeMap ( [ newMap ) : void
newMap [
리턴 void

CountPlayers() 공개 메소드

Counts all players (optionally includes all hidden players).
public CountPlayers ( bool includeHiddenPlayers ) : int
includeHiddenPlayers bool
리턴 int

CountVisiblePlayers() 공개 메소드

Counts only the players who are not hidden from a given observer.
public CountVisiblePlayers ( [ observer ) : int
observer [
리턴 int

DeleteLife() 공개 메소드

public DeleteLife ( string name ) : void
name string
리턴 void

DisableFireworkPhysics() 공개 메소드

public DisableFireworkPhysics ( Player player, bool announce ) : void
player Player
announce bool
리턴 void

DisableGunPhysics() 공개 메소드

public DisableGunPhysics ( Player player, bool announce ) : void
player Player
announce bool
리턴 void

DisablePlantPhysics() 공개 메소드

public DisablePlantPhysics ( Player player, bool announce ) : void
player Player
announce bool
리턴 void

DisableSandPhysics() 공개 메소드

public DisableSandPhysics ( Player player, bool announce ) : void
player Player
announce bool
리턴 void

DisableTNTPhysics() 공개 메소드

public DisableTNTPhysics ( Player player, bool announce ) : void
player Player
announce bool
리턴 void

DisableWaterPhysics() 공개 메소드

public DisableWaterPhysics ( Player player, bool announce ) : void
player Player
announce bool
리턴 void

EnableFireworkPhysics() 공개 메소드

public EnableFireworkPhysics ( Player player, bool announce ) : void
player Player
announce bool
리턴 void

EnableGunPhysics() 공개 메소드

public EnableGunPhysics ( Player player, bool announce ) : void
player Player
announce bool
리턴 void

EnablePlantPhysics() 공개 메소드

public EnablePlantPhysics ( Player player, bool announce ) : void
player Player
announce bool
리턴 void

EnableSandPhysics() 공개 메소드

public EnableSandPhysics ( Player player, bool announce ) : void
player Player
announce bool
리턴 void

EnableTNTPhysics() 공개 메소드

public EnableTNTPhysics ( Player player, bool announce ) : void
player Player
announce bool
리턴 void

EnableWaterPhysics() 공개 메소드

public EnableWaterPhysics ( Player player, bool announce ) : void
player Player
announce bool
리턴 void

FindPlayers() 공개 메소드

public FindPlayers ( [ player, [ playerName ) : fCraft.Player[]
player [
playerName [
리턴 fCraft.Player[]

Flush() 공개 메소드

public Flush ( ) : void
리턴 void

GenerateWoMConfig() 공개 메소드

public GenerateWoMConfig ( bool sendMotd ) : string
sendMotd bool
리턴 string

GetLife() 공개 메소드

public GetLife ( string name ) : Life2DZone
name string
리턴 Life2DZone

GetLifes() 공개 메소드

public GetLifes ( ) : IEnumerable
리턴 IEnumerable

GetNextPatrolTarget() 공개 메소드

public GetNextPatrolTarget ( [ observer ) : Player
observer [
리턴 Player

GetNextPatrolTarget() 공개 메소드

public GetNextPatrolTarget ( [ observer, [ predicate, bool setLastPatrolTime ) : Player
observer [
predicate [
setLastPatrolTime bool
리턴 Player

IsValidName() 공개 정적인 메소드

Ensures that player name has the correct length (2-16 characters) and character set (alphanumeric chars and underscores allowed).
public static IsValidName ( [ name ) : bool
name [
리턴 bool

LoadRealmState() 공개 메소드

public LoadRealmState ( System.Xml.Linq.XElement el ) : void
el System.Xml.Linq.XElement
리턴 void

Lock() 공개 메소드

public Lock ( [ player ) : bool
player [
리턴 bool

ReleasePlayer() 공개 메소드

public ReleasePlayer ( [ player ) : bool
player [
리턴 bool

SaveBackup() 공개 메소드

Makes a copy of the current map file associated with this world. This does NOT save map to disk, and does NOT guarantee that the most up-to-date copy of the map was backed up.
targetName is null.
public SaveBackup ( [ targetName ) : bool
targetName [ Target file name.
리턴 bool

SaveMap() 공개 메소드

public SaveMap ( ) : void
리턴 void

SaveRealmState() 공개 메소드

public SaveRealmState ( ) : System.Xml.Linq.XElement
리턴 System.Xml.Linq.XElement

SaveRealmState() 공개 메소드

public SaveRealmState ( string rootName ) : System.Xml.Linq.XElement
rootName string
리턴 System.Xml.Linq.XElement

ToString() 공개 메소드

public ToString ( ) : string
리턴 string

TryAddLife() 공개 메소드

public TryAddLife ( Life2DZone life ) : bool
life Life2DZone
리턴 bool

Unlock() 공개 메소드

public Unlock ( [ player ) : bool
player [
리턴 bool

UpdatePlayerList() 공개 메소드

Caches the player list to an array (Players -> PlayerList)
public UpdatePlayerList ( ) : void
리턴 void

프로퍼티 상세

CloudColor 공개적으로 프로퍼티

public int CloudColor
리턴 int

EdgeBlock 공개적으로 프로퍼티

public Block EdgeBlock
리턴 Block

Feeds 공개적으로 프로퍼티

public Dictionary Feeds
리턴 FeedData>.Dictionary

FireworkCount 공개적으로 프로퍼티

public int FireworkCount
리턴 int

GameOn 공개적으로 프로퍼티

public bool GameOn
리턴 bool

Games 공개적으로 프로퍼티

public List Games
리턴 List

Greeting 공개적으로 프로퍼티

public string Greeting
리턴 string

LockedBy 공개적으로 프로퍼티

public string LockedBy
리턴 string

LockedDate 공개적으로 프로퍼티

public DateTime,System LockedDate
리턴 System.DateTime

RealisticEnv 공개적으로 프로퍼티

public bool RealisticEnv
리턴 bool

RealmXMLRootName 공개적으로 프로퍼티

public string RealmXMLRootName
리턴 string

SideBlock 공개적으로 프로퍼티

public Block SideBlock
리턴 Block

ZombieGame 공개적으로 프로퍼티

public bool ZombieGame
리턴 bool

blockCache 공개적으로 프로퍼티

public ConcurrentDictionary blockCache
리턴 Vector3I>.ConcurrentDictionary

blueScore 공개적으로 프로퍼티

public int blueScore
리턴 int

blueTeam 공개적으로 프로퍼티

public List blueTeam
리턴 List

fireworkPhysics 공개적으로 프로퍼티

public bool fireworkPhysics
리턴 bool

footballPos 공개적으로 프로퍼티

public Vector3I footballPos
리턴 Vector3I

gameMode 공개적으로 프로퍼티

public GameMode gameMode
리턴 GameMode

gunPhysics 공개적으로 프로퍼티

public bool gunPhysics
리턴 bool

map 공개적으로 프로퍼티

public Map,fCraft map
리턴 Map

plantPhysics 공개적으로 프로퍼티

public bool plantPhysics
리턴 bool

positions 공개적으로 프로퍼티

public Player[,fCraft positions
리턴 fCraft.Player[

redScore 공개적으로 프로퍼티

public int redScore
리턴 int

redTeam 공개적으로 프로퍼티

public List redTeam
리턴 List

sandPhysics 공개적으로 프로퍼티

public bool sandPhysics
리턴 bool

tntPhysics 공개적으로 프로퍼티

public bool tntPhysics
리턴 bool

waterPhysics 공개적으로 프로퍼티

public bool waterPhysics
리턴 bool